Age of Wonders III

Age of Wonders III

Racial Heritage Mod
Eomolch  [developer] Oct 16, 2015 @ 3:45am
Bug Reports
If you notice broken tooltips, abilities that don't seem to work the way they should or other crazy things you can report them here ;)
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Showing 1-15 of 82 comments
Heather Oct 19, 2015 @ 8:30am 
The gold medal path ability for the tree guy doesn't seem to be functioning. Also the description for the initial darkelf building cuts off after the +3 Mana / Knowledge without stateing the source.
Eomolch  [developer] Oct 19, 2015 @ 3:29pm 
Thank you for the report, Mike! I will look into the path of life problem. It is strange since I only used an existing ability, but let's see what the arch angel tells me ;)

As for the initial dark elf building, it is a plain +3 mana/knowledge boost, so there is no further source. I have already decided to remove the moral bonus from the woodelf building for balancing reasons, but all those changes have to wait till the release of the next version with frostlings (which should be soonish, depending on when I can solve a problem I have with an animation resolver).
Heather Oct 22, 2015 @ 2:41pm 
So it looks like the heritage traits are behaving oddly with the Allignment specialization city spells like Embrace Darkness. I havn't tested all the combos but Wolfkin+Embrace Darkness and Woodelf+Spiritual Freedom certainly seem to trigger it.

The heritage units themselves lose their heritage trait when you have the spell on the city, like it's just gone. Strangely enough the original racial units will have keep the heritage trait from the 4th building and the buff from the spell, its only the heritage units themselves that are effected.
Heather Oct 22, 2015 @ 3:40pm 
Oh I almost forgot, also related to Embrace Darkness, another minor bug. The ranged life steal the elven archers get from the second darkelf building seems to be being detected the same as melee life steal and is subject to its stacking rules. When you get Life Steal from Embrace Darkness it combines them and you end up with melee Greater Life Steal thus nullifying the ranged effect entierly.

It follows that this would also happen with the Arcane Forge version of the ranged steal, though I never tried it.
Ryvoix Oct 24, 2015 @ 12:53am 
I was trying the Frostling heritage today, and then I saw lots of Human deserters swarming from my AI opponent's cities. Then I realized that his alignment was evil, but he chose visionary path for most of his cities. So when I reached his throne city, I saw his leader with only a few t1 and t2 units, facing my Exalted legion.

If this issue has already been discussed, sorry I must've missed it :( Just want to make sure this is reported.
Last edited by Ryvoix; Oct 24, 2015 @ 1:08am
Eomolch  [developer] Oct 24, 2015 @ 4:35am 
Hi farze4021, this is the first time I hear of this problem, so thank you for the report!! It also seems like a very difficult problem that I may not be able to solve completely. What I will do for now is keep the AI from using any of my new buildings which obvisouly isn't an optimal solution but better than an AI with tons of deserting units.

@Mike: I have a suspicion why this problem occurs, will take a look at it and hopefully fix it with the next update.
Franziskus Nov 7, 2015 @ 7:36am 
Hi Eomolch,
it's only a small thing but it seems that the AI handle the Regentanz (rain dance) spell like a attack spell for it used it only to heal my units and not its own. Its maybe just a wrong attribute setting. Should be like Heilende Schauer (Healing shower).
Eomolch  [developer] Nov 9, 2015 @ 4:38am 
Hi Franziskus, thank you for reporting this, I will see if I can resovle this.
PsychoticSoul Nov 9, 2015 @ 2:10pm 
Maybe it's because rain dance also has the effect of removing fire buffs?
Eomolch  [developer] Nov 12, 2015 @ 3:30am 
No, I don't think that is the problem. Actually I checked and couldn't find any difference between my ability and the healing showers spell (except one is an ability and the other a spell ofc). But I will ask around in the forums, maybe somebody there will know about this.
Franziskus Nov 14, 2015 @ 6:36am 
Maybe it's the "Target Unit Defend" property which should be "False".
Eomolch  [developer] Nov 14, 2015 @ 3:07pm 
Hm, not unless the description of that setting in the editor is flawed. I'll need to do some more tests, but possibly I won't be able to fix this :/
PsychoticSoul Nov 15, 2015 @ 1:14am 
Regarding AI building opposite alignment units - I'm not sure the thing can even be fixed by mods...

I have constantly seen the AI use the alignment spells from grey guard/shadowborn/keeper... while not actually playing to their alignment. IE - Grey guard with all dedicated to neutral troops being pretty much all good.

Does it maybe have to do with the AI 'personality' that is defined for the pre-built leaders, but not for custom ones?
Last edited by PsychoticSoul; Nov 15, 2015 @ 1:14am
Eomolch  [developer] Nov 16, 2015 @ 12:42pm 
I'm not sure about this either, but I suspect it is not possible to influence AI behavior in that kinf of way through modding tools. I didn't know about the alignment spec problem you described, if this is certain it makes it even less likely to "fix" this issue.

It could be connected to AI personalities, but I'm afraid that even if it did this won't help with our problem here.
PsychoticSoul Nov 21, 2015 @ 3:51pm 
I ran into an AI targeting issue:

Tigran sun dancer in a destruction node used whirlwind purely on its own allied units, with none of my units in the AOE.

Whirldwind is also giving the unit some insanely weird protections... 200% immunity to every channel except for spirit for that turn.... If that's not a Bug I'd say its rather OP.
Last edited by PsychoticSoul; Nov 21, 2015 @ 4:04pm
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